Leshay Blade Spinner

Dodavehu

First Post
Here is my first attempt at a 4th edition monster.

The plan is for it to be one of the mastermind villains of my campaign. As you can guess I have plenty of time before springing this on my unsuspecting players, so feedback and suggestions would be great.

It's basically an amalgamation of the two quicklings and the Leshay from the 3e epic level handbook Leshay with a couple added surprises. It is my first one, so please be brutal ;)





(Don't look, Fissionessense :p)








Edit: added a couple extra powers.


Leshay Blade Spinner Level 22 Elite Skirmisher
Medium fey humanoid XP 8,300
Initiative +22 Senses Perception +14; darkvision
Beautiful Celerity Aura 5; non-fey enemies in the aura are slowed.

HP 416; Bloodied 208
AC 38; Fortitude 32; Reflex 40; Will 34
Immune charm, disease, poison
Saving Throws +2
Speed 12, fly 5 (hover); see also blade barrage, dizzying speed, and fey jump
Action Points 1

:bmelee: Slash (standard; at-will) Weapon
+27 vs. AC; 2d6+8 damage
:melee: Double Slash (standard; at-will) Weapon
The Leshay Blade Spinner makes two slash attacks. If both attacks hit the same target, that target is dazed (save ends).
:melee: Blade Barrage (standard; at-will) Weapon
The Leshay Blade Spinner shifts up to 10 squares. At any three points during its move, the Leshay Blade Spinner makes a melee basic attack.
:melee: Dizzying Speed (standard; recharges when the Leshay Blade Spinner is first bloodied) Weapon
The Leshay Blade Spinner moves its speed. At any point during its move, the Leshay Blade Spinner makes a Double Slash attack, the defender grants combat advantage. On a successful hit the target is knocked prone and stunned (save ends) After Effect: the target is slowed (save ends).
:close: Enrapturing Beauty (minor; recharge :6:) Charm
Close burst 1; +24 vs. will; the target is dominated (save ends with -2 to saving throw for non-fey creatures). After effect: the target is dazed (save ends).
:close: Sword Tornado (standard; daily) Weapon
Close burst 2; +24 vs. reflex; 4d6 + 8 damage and the target is pushed 2 squares and is knocked prone.
Fey Jump (move; recharge :5:, :6:)
The Leshay Blade Spinner teleports up to 10 squares and becomes invisible until it attacks or until the end of its next turn.
Unnatural Grace
The Leshay Blade Spinner ignores difficult terrain.


Alignment Unaligned Languages Common, Elven
Skills Acrobatics +27, Bluff +23, Stealth +27
Str 18 (+15) Dex 32 (+22) Wis 16 (+14)
Con 24 (+18) Int 22 (+17) Cha 24 (+18)
Equipment 2 short swords
 
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Doesn't look like it hits hard enough for a level 22 "boss." I'm just looking at a level 21 Yuan-Ti Anathema which is an elite skirmisher as well. It has 6 special powers and the least amount of damage it does is the Horde of Snakes for +26 vs Fort; 2d4 +6, and 10 ongoing poison damage (save ends). It's Standard At-Will power of slam does 26+ vs. AC and 2d6 +7 and 10 ongoing poison (save ends), and it's at-will bite does 26 vs. AC and 2d8 + 7 damage, and it makes a secondary attack against same target. Secondary Attack: +24 vs Fort, the target takes ongoing 15 poison damage and a -4 penality to attack rolls (save ends both). So what I'm saying is up that damage by his at-will power a bit more and maybe add a few more powers like daily powers or something so that you are giving your players a nasty little surprise. Maybe jump it up to 2d10 +5 damage and something ongoing for an at-will, just to make things interesting.
 

Doesn't look like it hits hard enough for a level 22 "boss." I'm just looking at a level 21 Yuan-Ti Anathema which is an elite skirmisher as well. It has 6 special powers and the least amount of damage it does is the Horde of Snakes for +26 vs Fort; 2d4 +6, and 10 ongoing poison damage (save ends). It's Standard At-Will power of slam does 26+ vs. AC and 2d6 +7 and 10 ongoing poison (save ends), and it's at-will bite does 26 vs. AC and 2d8 + 7 damage, and it makes a secondary attack against same target. Secondary Attack: +24 vs Fort, the target takes ongoing 15 poison damage and a -4 penality to attack rolls (save ends both). So what I'm saying is up that damage by his at-will power a bit more and maybe add a few more powers like daily powers or something so that you are giving your players a nasty little surprise. Maybe jump it up to 2d10 +5 damage and something ongoing for an at-will, just to make things interesting.
Thanks for the feedback!

Yeah, picking the damage was tricky because his at-will is actually two attacks and his other powers grant let him use his at-will (so he has a possibility to do 4 attacks, shift his speed, and then move as a standard action).

I think you're right that I could give him another power or two though.
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